Welch's Carrion Crown (Inactive)

Game Master Torvald Torvaldson

Carrion Crown AP; thirsting for another TPK...


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Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

-39 HP
1/6 LOH: 1d6 ⇒ 4
-35HP
DC20 FORT: 1d20 + 17 ⇒ (3) + 17 = 20

Alamin's blade flashes out against her foe:
S1: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
1d6 + 5 + 2d6 ⇒ (2) + 5 + (5, 2) = 14
haste: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 6) = 17
S2: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 2) = 13

But she is bewildered by their myriad of attacks and is only able to connect once.


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

attack with falchion pwrattk&arcnstrk: 1d20 + 22 ⇒ (12) + 22 = 34
damage: 2d4 + 2d6 + 26 ⇒ (4, 4) + (2, 4) + 26 = 40

hasted attack pwrattk&arcnstrk: 1d20 + 20 ⇒ (16) + 20 = 36
confirmcrit: 1d20 + 20 ⇒ (18) + 20 = 38
critdamage: 4d4 + 2d6 + 52 ⇒ (4, 1, 4, 3) + (4, 4) + 52 = 72

last attack pwrattk&arcnstrk: 1d20 + 15 ⇒ (12) + 15 = 27
confirmcrit: 1d20 + 15 ⇒ (1) + 15 = 16
regdamage: 2d4 + 2d6 + 26 ⇒ (2, 3) + (4, 6) + 26 = 41

selfdam: 3d6 ⇒ (6, 3, 1) = 10

-10hp


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

There were only 2 lantern archons summoned.

Summon V

Large earth elemental

AC 18 HP 84 DR 5

Flank and attack

slam: 1d20 + 16 ⇒ (16) + 16 = 32
slamdamage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

slam: 1d20 + 16 ⇒ (12) + 16 = 28
slamdamage: 2d6 + 9 ⇒ (5, 2) + 9 = 16

Add +2 to hit if flanking with 10 foot reach.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

ecb: 1d20 + 22 + 1 ⇒ (7) + 22 + 1 = 30
dam: 1d10 + 1d6 + 17 ⇒ (6) + (5) + 17 = 28

ecb: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
ecb confirm crit: 1d20 + 17 + 4 + 1 ⇒ (14) + 17 + 4 + 1 = 36
dam: 1d10 + 1d6 + 17 ⇒ (10) + (2) + 17 = 29
dam: 1d10 + 17 ⇒ (3) + 17 = 20

ecb: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
dam: 1d10 + 1d6 + 17 ⇒ (8) + (4) + 17 = 29


The bony creatures begin to look significantly worse for wear.

foes:

Creature 1
on: 1d3 ⇒ 1 Alamin
bite: 1d20 + 14 ⇒ (12) + 14 = 26
1d8 + 5 ⇒ (5) + 5 = 10
claw: 1d20 + 14 ⇒ (1) + 14 = 15
1d6 + 5 ⇒ (5) + 5 = 10
claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d6 + 5 ⇒ (4) + 5 = 9
sting: 1d20 + 14 ⇒ (20) + 14 = 34
3d4 + 5 ⇒ (3, 2, 4) + 5 = 14
3d4 + 5 ⇒ (2, 3, 1) + 5 = 11
Creature 2
on: 1d3 ⇒ 3 Uuranx
bite: 1d20 + 14 ⇒ (16) + 14 = 30
1d8 + 5 ⇒ (7) + 5 = 12
claw: 1d20 + 14 ⇒ (8) + 14 = 22
1d6 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 14 ⇒ (15) + 14 = 29
1d6 + 5 ⇒ (2) + 5 = 7
sting: 1d20 + 14 ⇒ (13) + 14 = 27
3d4 + 5 ⇒ (1, 4, 3) + 5 = 13
Creature 3
on: 1d3 ⇒ 3 Uuranx
bite: 1d20 + 14 ⇒ (5) + 14 = 19
1d8 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 14 ⇒ (6) + 14 = 20
1d6 + 5 ⇒ (4) + 5 = 9
claw: 1d20 + 14 ⇒ (18) + 14 = 32
1d6 + 5 ⇒ (4) + 5 = 9
sting: 1d20 + 14 ⇒ (9) + 14 = 23
3d4 + 5 ⇒ (3, 4, 4) + 5 = 16

1 attack on Alamin; 1 on Uuranx.

Party action


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

-69 HP
2/6 LOH: 1d6 ⇒ 4
-65 HP

DC 20 FORT: 1d20 + 17 ⇒ (20) + 17 = 37

Ungh...

S1: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
1d6 + 5 + 2d6 ⇒ (4) + 5 + (1, 4) = 14
haste: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
1d6 + 5 + 2d6 ⇒ (2) + 5 + (1, 3) = 11
S2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
1d6 + 5 + 2d6 ⇒ (1) + 5 + (4, 2) = 12

confirm: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
1d6 + 5 + 2d6 ⇒ (2) + 5 + (4, 3) = 14


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Elementals smash

slam: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
slamdamage: 2d6 + 9 ⇒ (6, 6) + 9 = 21

slam: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
slamdamage: 2d6 + 9 ⇒ (5, 4) + 9 = 18

Randtam fires Magic missle

damage: 4d4 ⇒ (2, 2, 3, 3) = 10

Add + 4 to MM damage


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

ecb: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29
dam: 1d10 + 1d6 + 17 ⇒ (3) + (2) + 17 = 22

ecb: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
dam: 1d10 + 1d6 + 17 ⇒ (8) + (3) + 17 = 28

ecb: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
dam: 1d10 + 1d6 + 17 ⇒ (8) + (3) + 17 = 28


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

fort no 1: 1d20 ⇒ 14

activate touch of rage 2 optimistic gambler: 1d4 + 1 ⇒ (1) + 1 = 2

attack with falchion pwrattk&arcnstrk: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 2d4 + 2d6 + 26 ⇒ (3, 4) + (6, 5) + 26 = 44

hasted attack pwrattk&arcnstrk: 1d20 + 20 ⇒ (10) + 20 = 30
damage: 2d4 + 2d6 + 26 ⇒ (1, 3) + (2, 5) + 26 = 37

last attack pwrattk&arcnstrk: 1d20 + 15 ⇒ (5) + 15 = 20
damage: 2d4 + 2d6 + 26 ⇒ (1, 1) + (1, 2) + 26 = 31

selfdam: 3d6 ⇒ (6, 2, 5) = 13

-32 hp


Blades, smashing elementals, and force bolts bring down the 3 bony creatures.

***end of combat***


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Elemntal protects as long as possible. Protect while eveyone else looks for treasure and Modd.

Study the vortex or whatever it was to figure things out.

planes: 1d20 + 14 ⇒ (8) + 14 = 22


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Search for treasure and/or clues.

perception: 1d20 + 23 ⇒ (17) + 23 = 40


Carrion Crown CAW wrote:

A low glow begins to emanate from from the eyes of the gargoyle, the light slowly washing over the alcove area filling it with vague images that slowly become clear to the eye.

You see an aerial representation of what must be ancient Caliphas with a single building highlighted by an unearthly green glow. Modd exclaims-The Quartefaux Archives...of course!

As Modd's words fade away, four skeletal forms wrapped in riches and glory appear at the cardinal points surrounding the projection of the city, their translucent forms radiating power and menace. With one voice they intone:
What is the fifth catechism?

** spoiler omitted **

There is no treasure to be found, but you do find Modd. Happy to see that you have survived and defeated the terrifying creatures he explains that the area of the city that was illuminated by the projection are the Quartefaux Archives which is one of the oldest museums in the city. He believes that he can gain you entrance if you want to search there for the Way's meeting place.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Modd take us there. Is there anyone who can assist us in our trial among the most evil in the world?

search the river gorge


Modd is able to guide you to the museum, but is not able to offer much more help than that. He explains that the Order members in Caliphas are primarily research based not adventurers (thus his running away when you fought the bone creatures).

Modd is able to get you into the museum easily, however, and without his help you know that it would have taken a heavy bribe or some less than legal entering to get inside. Modd also helps you search the museum and provides some interesting, if dry, running dialogue around the items on display.

Finally you make your way to the basement of one of the museum's older (and least visited) structures deidcated to the history of the former county of Grodlych. An ancient fresco in one of the displays depicts the first count of Grodlych, an excommunicated priest of Paharasma nambed Laudmeir Vandolmayne. The heretic is shown clutching a book whose cover bears eerily familiar, stylized symbols matching those on your moribund key.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Is this the same day or next day? If the same day:

"Do we want to do this now or should we wait a day so everyone can be at full health and with a full compliment of spells? Is there any danger in waiting?"

study the fresco for additional clues and/or traps
perception: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

I am up for waiting if we can. Also has Randtam gleaned any other pertinent knowledge?

knowplanes: 1d20 + 14 ⇒ (20) + 14 = 34


1 person marked this as a favorite.

The party rests to be fully prepared for entering whatever comes next.

What lies beyond?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Share my knowledge with the group.
What do you think?


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

We are fully rested and as ready as we will ever be to face whatever challenge next faces us. Use the key and may our foes tremble at our coming.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"The sight of Uuranx should be enough to do that."


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Uuranx, are you ready? Does everyone understand the knowledge I have shared with you? Maybe we may have allies.


Cleric/Paladin/IC 5/3/3; AC-35; HP-127; +6 Init;
Melee:
Silver/keen/flaming/holy scimitar +14/+9 (1d6+6+1d6+2d6/15-20x2)
Saves:
Fort17/Ref7/Will19
Skills:
Perception 21; Diplomacy 20; Fly 4; Heal 13; Handle Animal 8;Knowledge Arcana/History/Nobility-6 Religion/Planes-10; Sense Motive 14; Spellcraft 6

I trust in my faith, my blade, and my companions. I look for no other help. Open the door Randtam.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Cast Mage Armor, eyes of Randtamra ready.

Here goes nothing, activate the key.....oh no Event Horizon occurs...


There is a hiss of air as the door moves aside revealing a cramped, musty bolt-hole. It appears that it has not been used in at least a few weeks. A thorough search turns up nothing more than discarded, battered furniture, broken alchemical equipment, and a few scraps of paper that hint that the Way is gathering components for some elixer or potion. None of the notes contain any specific information or clues as to the cult's current whereabouts.

The room is about a 25' circle.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Seems a bit anti-climatic."

Look for traps, secret doors, etc.

perception: 1d20 + 23 + 1 ⇒ (6) + 23 + 1 = 30


After several tense moments of futile searching the party becomes frustrated that once again the Way continues to be at least a few weeks ahead of the party's chase. You prepare to head back to your lodgings, defeated, when a tall and slender man with well-defined musculature steps out of the shadows of the previously explored room.

His skin is dark, almost the color of a severe bruise and he moves with fluid grace. As he speaks you noticed pronounced incisors flashing from a well framed mouth.

Good evening. It seems I’m not the only one searching for the Whispering Way. But alas, it appears that they deserted this place some time ago. My name is Quinley Basdel, and I’m searching for my mother’s killer. Perhaps we might be able to assist each other?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

<If Alamin realizes this is not evi

Well met Quinley Basdel. my name is Randtam..


A quick glance at Alamin indicates that even though he looks shadowy she does not pick up any sense of overt evil.

Quinley nods at Randtam's introduction, Randtam, greetings. What brings you and your band to this not so public place?


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Keeping an eye out and looking over Quinley for any addition clues/confirmation that he is a vampire.

perception: 1d20 + 23 ⇒ (13) + 23 = 36

know dungeon: 1d20 + 11 ⇒ (19) + 11 = 30


He has some physical traits that would indicate vamparism, but he does not appear to be an actual vampire. You have heard of people born of mothers that became vampires while the child was still in the womb-Dampir. You believe that Quinely may be such a one.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

We have somewhat similar reasons for tracking the Way. They took someone very important and dear to us. Maybe we can work together and share information we both have gleaned from our tracking of the Way?

Use Alamin's skills

diplomacy: 1d20 + 20 ⇒ (15) + 20 = 35

sensemotive: 1d20 + 14 ⇒ (3) + 14 = 17


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

https://m.youtube.com/watch?v=bkysjcs5vFU

Uuranx the man beast. One survivor. I figured it out it will be him.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

https://m.youtube.com/watch?v=bkysjcs5vFU

I am trying to link this. Dang it.

I can't hyperlink...or set the website for you.


DIO! Woot! Woot!


Quinely nods at Randtam's words, My thoughts exactly. If you want to find out where the Way is or went you will need to speak with the vampires of Caliphas. If anyone in the city will know something it will be them.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Can you lead us to the vampires of Caliphas?"


I will, but you must do something for me in return. Someone is murdering vampires in the city. I have no proof, but I suspect that another vampire is responsible. The killer has been too selective, too successful, and too secretive to be a normal living vampire hunter. I want you to help me find this serial killer, unmask him, and bring him to justice.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Interesting that this Dampir is making demands upon us. I wonder who he really is, perhaps some part of an elite or noble family? Or just some pompous tool who thinks to use us?

Is this a demand or requirement that we take care of this business? We definitely noticed an interesting anomaly with the slayings of certain individuals in Caliphas? We wish to exchange information with you. We both want the same thing. But this request while very warranted is something we can do together without the implied threat of not exchanging information. How do we know you have this information to lead us to those who know vital information about the Way? We know vampires are enemies of the Whisphering Tyrant, but are they all against the Way? Why should we find the killer of vampires? Are you sure their status and information deems it necessary for my group and I to intervene in a very nasty and perilous situation?

Alamin must be wondering about helping evil vampires. I wonder if it goes against her nature and beliefs? Hopefully the Dampir's answer will mollify Alamin.


A deep throaty chuckle rumbles from Quinley's throat, You are wise to be cautious when it comes to the Way and the vampires of Caliphas. However, I demand nothing. Your elvish friend says you wish to meet with the vampires of this city. This I can do for you. In exchange I also ask you for a favor. Is this not how things work where you are from or do the folk of your land give everything freely and ask nothing in return? If so, tell me where you are from and I will gladly move there.

If instead you just wish to exchange information, that also I can do although I doubt there is much you can tell me that I do not already know. Much like my arrival here prior to yours, I am already many moves ahead of you, even if I could still use your help.

How do you know that I can be trusted to be true to my word? You do not. How do I know you will be true to yours? I do not. I sense we have some mutual interests but I doubt we are the type to ever sit and enjoy a nice glass of wine together.

All that being said, however, I will go first with a gift of knowledge. All vampires are certainly NOT against the way; in fact some of the most powerful were the Tyrant's best generals during the wars of the past. However, the vast majority of vampires in this city have no love for the Way. If the Way wins out they will starve in a world full of undeath.

You should find this slayer of vampires if for no other reason than he destabilizes the vampire nobility and the peace of Caliphas many not last if vampire lords more hospitable to the Way come into power.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Randtam chuckles and shakes his head as he looks directly into the soulless eyes of Quinley Basdel.
Where I grew up you gave when you can or you would not survive. It is different now. I have found in my travels everyone always wishes to take from others.

So be it Quinley. We need this information for us to continue to dismantle and destroy the Way. I hope you truly have the same desire for destruction as we do. We have information as well, but we will hold on to it for now. Who are the Vampiric Nobility we need to avoid.? Set up our meeting and we will do what we can. Do not cross us, trust is earned not given.

Randtam looks towards his friends and then back to The Dampir.

I know there were moronic and susceptible vampires who were sucked into the words and mechanations of the Tyrant. If there are those, Vampire Lords, in Caliphas who wish to see his return, they are not for this world.
You said "bring to justice" I assume you mean a certain finality.

What knowledge do you have for us to aid in the slaying of this individual?

Maybe you should have that glass of wine with my Aasimar friend. She seems to have her eye on you.

we are out of options and I must get any and all information I can. "If for no other reason Caliphas will be destabilized..." I do not care unless I am a future Lord here. Peace of Caliphas only if it serves our needs. What have they or what will they do for us?

According to our source, Caliphas, the Mecca of Ustalav, is run by the nobility of the UnDead. I can work with this but my friends cannot. Alamin and Uuranx how do I shield you from this evil. Do you kill every vampire and evil entity here!


If I knew who the individual was I would have handled it myself. I need more eyes and ears; yours specifically. As for who to avoid, best to be on alert with all of them. I will show you where to begin to look for Lord Luvic-Long ago, the streets of Caliphas were raised to install a proper sewer. The ground floors of many of the city's buildings became basements, their basements became subbasements, and so on. The vampires claimed some of these areas for themselves. I can take you to the entrance of their domain but we may have to get past a few guardians on the way. When you are ready, I will take you there.


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

Randtam did his eyes of Randtanra on him...light up like a Christmas tree?

Really, handle it yourself.

All knowledge undead. I know many things already, but maybe a little more.
undeadknowledge: 1d20 + 18 ⇒ (17) + 18 = 35

Friends are we ready to move in force?

Take us there Quinley


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

"Enough talk, let's go."


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Randtam knows #1:

General undead knowledge:

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Randtam knows #2:

Vampire specific:

They are highly resistant to positive energy channeling.
They are immune to damage from non-silver/magic weapons.
They have fast healing (5 HP/round).
They can assume gaseous form at any time and can heal in their coffins if brought to 0 HP.
They don't like garlic, holy symbols, and mirrors.
Direct sunlight will destroy them (2 rounds).
A wooden stake through the heart will slay it, but not permanently unless the head is anointed with holy water.
They are damaged by running water.
Their slam attack also has energy drain.
They can drain CON and heal.
They can dominate mortals.
They control bat/rat swarms.
They can create spawn.

They are generally bad ass.


The party follows Quinley to Restoration Park as twilight falls over the city of Caliphas. At the entrance to the park he stops and points within There is an entrance to the Vampire Court somewhere within the grounds of this park. My guess is in the greenhouse, but to be honest it could be anywhere.

The park areas are:

Memorial statues (x2)
Reflecting pools (x2)
Standing stones
Glass house


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

Is Quinley coming with us into the park?

To the rest of the group:
"Start with the greenhouse?"

perception: 1d20 + 23 ⇒ (18) + 23 = 41


Quinley accompanies the party into the park but he is very clear about his role in this adventure-I agreed to direct you to the entrance and if we make it to Luvic I will make the necessary introductions. I should be able to get us past many of the vampires on our way to Luvic. I won't, however, be able to negotiate with whoever or whatever is guarding the entrance to the underground. That's going to be up to you and your...talents. I'll make sure to stay out of the way and keep an eye on the rear.


The party is able to easily evade the city watchmen that patrol the entrances to the park, which is closed at night.

You pass by a large statue of a man on a warhorse blade raised high as if charging something and finally make it to the main entrance of the greenhouse. A small rise of steps leads to a wide portico. Two massive pillars of stone support a roof overhead and flank a pair of ornate gold-clad doors inscribed with sun motifs.

The doors are securely locked, but no match for Balator's skills. After a few brief moments the doors are opened, the air filled with cloying humidity and heat wash over you. Exotic flowers, creeper vines, shrubbery, and even trees grow throughout the open space. A vaulted ceiling arches forty feet overhead, supported by four thick columns, while a stone-tiled path winds past each exhibit.

The path leads you straight ahead or left/right. You can determine that the paths probably loop about in a figure 8 manner.


Half-elf Fighter9-Rogue3 AC:39/FF29/T24 HP:150 Init:+13 Melee:+27/+22/+17 1d10+1d6+21 (15-20 x2) Ranged: +23/+18/+13 1d8+1d6+4 (20 x3)
Saves:
Fort+18/Ref+22/Will+18 (+2 vs enchantment spells/effects; +3 vs fear)
Skills:
Acrobat:23 Bluff:4 Climb:10 Diplo:4 Disable:32 EA:13 Fly:9 KN dung:9 loc:11 Percep:26 SM:12 SOH:13 Stealth:24 Surv:7 Swim:5 UMD:4

When everyone is ready (after spells or other prep), head right. Anything look dangerous or of special interest?

perception: 1d20 + 23 ⇒ (19) + 23 = 42

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